Combat Medic Archive

Thread: Combat Role fo the CM post CU

InsaneJosh
Thu Mar 31, 2005 1:41 am
#27






SkalTrenton wrote:

sweet all my nice venom ive been gathering will look nice on my mantle...but hey ill sacrifice a LOT to make combat fun.





lol....wonder if the devs wanna pay me back for all the credits and time i've put to gather resources...wait what am i thinking that will never happen...



now why would i want to be CM after the CU if we are all equal again?


noran_vaz
Thu Mar 31, 2005 2:34 am
#28



Uhh I was wrong completely wrong about this. & now I am entirely convinced we'll loose the ability to craft poisons/diseases. & now the magic comments make a lot more sense... & unfortunately everyone isn't as crazy as I originally thought.


I'm not entirely convinced we're going to loose the ability to craft poisons/diseases. BE's role seems to focus more on crafting stimulants fordocs( I could be way off here) but still I think our poisons are a big part of being a cm & think it would have been mentioned. As for our skills it looks like we just loose the crafting line of medic & loose the master medic req to get CM. 20 skillpoints. neat!If I'm just reiterating that which you already understood I'm sorry,It justtook me a minute to understand it.

as for what a "daze" is? maybe a new state? we are getting the rez ability though which is pretty cool & potentially more. in the name of balance I say good luck & cool. wonder if we'll be able to incap with our poisons ... anywho just posting some thoughts.

-n

Message Edited by noran_vaz on 03-31-2005 01:35 AM

Message Edited by noran_vaz on 04-06-2005 11:45 PM

Mustelafuro
Thu Mar 31, 2005 8:07 am
#29

Is using the Force not magic like? And come on, a sword made of light?


It's all how you look at it. Get magic out of your head and think of ability. And look at the plus side, no more running out of stims. My crew has been in some running fights lasting over multiple buff sessions, and even though I thought I was good with 8 or 9 packs of stims on me....it totally sux to run out in the middle of a fight. With these new bases being so tough, I have been wiping out packs of stims faster then I can craft them.


Don't get me wrong, I love the crafting But being able to fight more is a plus. Now I can see everyones point of view on this and understand your anger. Since I have a master be alt, all I can think of are all the sp I'll free up by letting him do all my crafting.


My biggest problem is I don't have time to craft. Soon as I log in there is usually a fight in progress. I stay overt so I have to buff myself and get out at it. When I do get time, I have to drop the bulk of my inventory to pick up all the stuff I need. Even with a full pack equipped, I still run out of space...lol So I drop the pack holding my poisons and pick up the craft pack. Ditch my armor and def clothes to put on my suit. After crafting, I go to do it all over again and then reset my toolbars since alot of the stuff in them get dropped


It was fun but a pain, so I do it like once a week. Not having to rely on stim packs is a plus. Them getting nerfed kinda sux. I can out heal most of my doc stims with the high end janta range packs. And with janta areas, I don't even want to think about losing those I will be really upset if they take away our flying blue balls......nothing says CM like seeing those babies incoming


I feel like a kid a couple weeks before xmas. I can see the presents and got an idea of whats there, but the waiting to find out for sure is killing me.....lol
Mild-Breeze-Trooper
Thu Mar 31, 2005 10:18 am
#30

Since the CURB-TC is coming up any day now we might want to hold off condemning the CURM for just a few days longer, we will be able to see soon enough.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
JabuSwing
Thu Mar 31, 2005 11:31 am
#31

Anyone know if the CU will be put up on the TCs before being released? or will only beta testers know what it will be like? I know I was in JTL beta but I forgot how that went...
RM-125
Thu Mar 31, 2005 11:58 am
#32

Sounds to me like we are becoming the SWG version of the EQ2 Fury (offensive druid). Doesn't sound so bad to me



RM-125
Medical Corp
Stormtrooper Detachment Epsilon
SkalTrenton
Thu Mar 31, 2005 12:05 pm
#33

i know i know im a noob what is mezzing?



Pure F**king Magic
RM-125
Thu Mar 31, 2005 12:07 pm
#34

Mezzing is a form of crowd control. It's short for Mesmerize - a spell in Everquest and EQ 2 that would hold stop a target from doing anything for the duration of the spell. Think of warcry as a mez.



RM-125
Medical Corp
Stormtrooper Detachment Epsilon
Brainplay
Sat Apr 02, 2005 7:32 am
#35






Ackehece wrote:

Combat Medic Profession Changes

Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.


  • Ranged healing medium healing capability THIS IS NOT A COMBAT MEDIC ABILITY its medic 0200



  • Point blank AoE (Area of Effect) small healing capabilityTHIS IS NOT A COMBAT MEDIC ABILITY its medic 0400



  • Health poisons which cause health loss



  • Health diseases which is now a regeneration de-buff as opposed to causing wounds



  • Gains a Resurrection ability with a large resurrection sickness on the target



  • Debuffs to Attack Speed, State Resists



  • Dazes, Point blank Dazes











  • Keorythe

    h Combat Medic h


    /Forcing Counterstrike PvPers to PvE since 2003 \






    A Combat Medic Alpha tester who never got the chance to alpha test

    Pseudopd
    Sat Apr 02, 2005 10:18 am
    #36

    Seing a lot of posts saying CM's now use "magic" and not Star Wars.


    I don't see that. Nor do I buy into it.


    From what I gather, the difference between "old Star Wars" healing and "Magic healing" is the use of consumibles and crafting. No crafting, heals are now magic.


    Now this doesnt make any sense.


    When a medic could stop a bleeding wound, heal mind damage, and even tend to a wound, was this consedered "magic"? Firing a weapoms without need to reload a clip, magic? Never needing to eat or sleep, magic? The bacta tank luke was in in ESB, was that a "magical healing pool"? pulling vehicles and mounts out of thin air! A TKA actually winning a ranged brawl! A single person killing all the stormtroops in the city solo! An image designer changing your face with but a glance! Must be magic.


    Whos' to say the medics at hand dont carry medical tools and healing insterments (which gamewise, do not consume componets or resources). Perhaps they know a pressure point to stop bleeding or stimulate a healing property. Set a leg quicking with some torn shirt and a nearby strip of wood?


    On the other hand, crating items do not mean lack of magic. I seems to remember many fantasy games that NEED crafting to make magical items and spells! Eye of newt and toe of frog! Need to read that scrol to cast that spell! the scroll has been consumed int he proccess! ...must not be magic then.


    It seems that most arguments on that SWG is using magic, are from those who stockpiled componets. For that, i do feel for you, but there is always the BE line, or, i'm sure there wil be a market for those items as well. I'd like to know how crafting a poison makes SWG Star Warsy. Seeing as I dont remember poisons in star wars...or a billion jedi for that matter


    Anyway, the whole "magic" thing is a bit silly. But remember...no one has played cu cm yet either! so this is all speculation


    BaZ Pseudopod

    The Master Witch that can stop Bleeding in a Man!

    Johnny-Rico
    Sat Apr 02, 2005 1:43 pm
    #37


    Intresting times ahead but till it hits i guess none of us really know how much we will get screwed over

    Message Edited by Johnny-Rico on 04-02-2005 08:46 AM



    -Johnny- -Rico- Master Squad Leader Master Carbineer 4xxx CM

    Hyperion' Master Bounty Hunter Master Rifleman

    Apone' Master Dancer Master Doc
    Brainplay
    Sat Apr 02, 2005 5:09 pm
    #38






    Pseudopd wrote:

    Seing a lot of posts saying CM's now use "magic" and not Star Wars.


    I don't see that. Nor do I buy into it.


    From what I gather, the difference between "old Star Wars" healing and "Magic healing" is the use of consumibles and crafting. No crafting, heals are now magic.


    Now this doesnt make any sense.


    When a medic could stop a bleeding wound, heal mind damage, and even tend to a wound, was this consedered "magic"? Firing a weapoms without need to reload a clip, magic? Never needing to eat or sleep, magic? The bacta tank luke was in in ESB, was that a "magical healing pool"? pulling vehicles and mounts out of thin air! A TKA actually winning a ranged brawl! A single person killing all the stormtroops in the city solo! An image designer changing your face with but a glance! Must be magic.


    Whos' to say the medics at hand dont carry medical tools and healing insterments (which gamewise, do not consume componets or resources). Perhaps they know a pressure point to stop bleeding or stimulate a healing property. Set a leg quicking with some torn shirt and a nearby strip of wood?


    On the other hand, crating items do not mean lack of magic. I seems to remember many fantasy games that NEED crafting to make magical items and spells! Eye of newt and toe of frog! Need to read that scrol to cast that spell! the scroll has been consumed int he proccess! ...must not be magic then.


    It seems that most arguments on that SWG is using magic, are from those who stockpiled componets. For that, i do feel for you, but there is always the BE line, or, i'm sure there wil be a market for those items as well. I'd like to know how crafting a poison makes SWG Star Warsy. Seeing as I dont remember poisons in star wars...or a billion jedi for that matter


    Anyway, the whole "magic" thing is a bit silly. But remember...no one has played cu cm yet either! so this is all speculation


    BaZ Pseudopod

    The Master Witch that can stop Bleeding in a Man!






    The problem with the consummables vs. magic heals is that we were weaned on consummables for the longest time now. It was more easily acceptable because we are able to relate to real life experiences. Morphine shots, pills, patches, bandages, sterilizers, they are all single shot consummables (they better be!). We were able to make the leap of faith that medical technology was just that much more advanced because of what we see today. Now if a respected medical journal suddenly published something on "pixie wing" curing cancer we'd be able to make that leap as well. Until then those limited use items are just more appealing to us.


    Maybe if there was just a tool that we could see or needed recharging or something would we warm up to the magic healing more. The fact is that consummables were yet one more unique feature to the game that is being removed. While I'm happy that if I run out of bacta "enhancers" I can still heal, I'm not happy that they are taking away something that added a bit of realism to a futuristic game (helps us make that leap of faith).


    Then again I'm one of those biased people who really hate magic in general....even after playing EQ for over 3 years.





    Keorythe

    h Combat Medic h


    /Forcing Counterstrike PvPers to PvE since 2003 \






    A Combat Medic Alpha tester who never got the chance to alpha test

    Pseudopd
    Sat Apr 02, 2005 10:26 pm
    #39






    Brainplay wrote:


    The problem with the consummables vs. magic heals is that we were weaned on consummables for the longest time now. It was more easily acceptable because we are able to relate to real life experiences. Morphine shots, pills, patches, bandages, sterilizers, they are all single shot consummables (they better be!). We were able to make the leap of faith that medical technology was just that much more advanced because of what we see today. Now if a respected medical journal suddenly published something on "pixie wing" curing cancer we'd be able to make that leap as well. Until then those limited use items are just more appealing to us.

    Maybe if there was just a tool that we could see or needed recharging or something would we warm up to the magic healing more. The fact is that consummables were yet one more unique feature to the game that is being removed. While I'm happy that if I run out of bacta "enhancers" I can still heal, I'm not happy that they are taking away something that added a bit of realism to a futuristic game (helps us make that leap of faith).


    Then again I'm one of those biased people who really hate magic in general....even after playing EQ for over 3 years.





    I totally understand. And i can see your point very well.


    We are experienced with the "use charge/get action" format. And actually, i like the idea of having a special medical pouch or bag. But you know SOMEONE will eventually say "Why do we use one space in out inventory for something we really dont need. Thats just inconvienient!". And then they might remove the medic bag, which was just cosmetic anyway.


    Maybe whipping out some healing "tricorder" to remind people that the healing isnt just an enchantment.


    Now thats something the Devs could do! Make it so when you perform a heal, your avatar whips out a device and looks like he's fiddling with it.


    Maybe this tool can have charges. MAybe a timer. Maybe a medical droid can "refill" it. There are lots of ideas to get away from the appearance of "magic" without changing the CU design.


    Good response though!


    Baz Pseudopod


    Master Combat Medic



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